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How do you create the random code? Do you have any way of knowing what code it is? Or are they just images? In some way you will have to know what the code is, and in what order they are. From there on there are several simple ways of making sure the user clicks in order. I guess the simplest would be to keep the code in a collection of some sort, array, list. And then loop through that collection while the user inputs, is the input the correct one? Continue one index up and try the next one. This make is easy to add more to the code, as well as resetting if the user entered the wrong code, just reset the index.
If i understood it correctly.

Heyo,
I've been looking for a tool in which I can create tile maps, where I'll see the result in real time / per save so that it will be possible to see transitions between the different tiles directly, without needing to load them up in an editor / game just to check.
Are there any tools like this? I have vague memories of seeing one in development a couple of years ago, but all I can find are mapping tools.
I'm looking to make simple black and white tile maps at the moment. Preferred to be hexagonal tiles as well!

I believe it would be easier to get a job outside of gamedev with a cs degree, a lot easier then trying to get a job outside with a gamedev degree. A lot of the stuff you learn there aren't useful in many other areas, they are more a specified part of the field. GameDev is an happy dream for many, but does not result in a happy reality for even more. Better to have a job and a hobby, than 'nothing'.
So for job security and your future, I'd go with computer science.

Heyo,
I'm new to Unity and have been wondering a bit on how to best structure the scripting part. What are the good practices? Bad? Currently I am adding a script component for each script which are based on what the script does, just to keep them apart and focused on their function. Ex. Have everything to do with combat in one script, selection in another, movement in one, etc. And then use getComponent on the object if i need them to communicate in some way. Is this ok? It seems kinda off, even though having the code keep their single responsibility usually is good..
Would it be better to use script component, and then add the other parts as regular classes in that script? Last night i found this example, is it a good way of working with unity?
I'm not asking for a enterprise solution as i am just starting out with unity(but i work as a developer in c# & more), as i don't want to spend too much time when i have barely something to improve, just something to use as a guide in the future.

For making games maybe gamemaker studio can be something? You don't need to know programming to start programming, as you can use icons that are equal to loops, actions and events.(sort of like scratch?), and when you get the hang of coding you can write your own scripts and do it that way instead.

https://www.humblebundle.com/gamemaker-rebundle
Get that and you can do 2D games fairly easy, easier then U4 and Unreal, and there are plently of free resources on the internet, no need to spend any money.

As long as you have evidence proving that you have programmed since your teens you don't need a cs degree. Show them a portfolio and a good cv with clients and work history. Though, i am sure many employees would pay you less since somehow a degree warrants a higher pay, but just push back on them.

Do understand that you do not have to represent only one data with a byte/whatever you are sending over the net. One byte can hold information on 8 different things if you utilize the bits for information, and not the whole byte. Saves a lot of traffic. It is also possible to use one half byte, called a nibble, to hold information, thus holding information on two things in one byte in the ranges of 0-123 each. Also never ever send meta information if this will be known on client, why sent the name of a rpg item, if that name is already known on the client? Send the id instead.
Also, when working with bytes it is good to understand bitwise operation so that you can easily get the information you need, or shift the bits to do faster calculations then when using regular arithmetic. https://en.wikipedia.org/wiki/Bitwise_operation https://en.wikipedia.org/wiki/Nibble

Some time ago I bought a subscription on Mapt(gives access to all books and videos on Packt) and as I just got on my vacation I figured that I could just as well start up my game programming again. I have sort of already decided to learn myself Unreal Engine this time, as my earlier tried with Unity, GameMaker didn't result in anything worthwhile.
Anyways, does anyone know of any good books/videos on Mapt to watch? Primarily on the unreal engine, but more abstract game development stuff is also welcome.
Could also be clips on Youtube or other places though!
Thank you.

Another thing is that the world isn't really living beyond where the player can interact, you don't have the inhabitants in the cities on the other side of the map doing their stuff, but it's later simulated and calculated when the player gets there. So the world can be gigantic, but it's simply put just a small part of it that is active at the time.

Gamedev isn't all about C++, it's the AAA-companies that mostly are, since they have been. Indies use whatever they chose to, so C#, Java, whatever.
If you already know Java i'd recomend LibGDX which is an awesome library and lets you develop to all platforms at once. Unity uses C# to script, so it's not programming per say, and a lot of the stuff is done with the editor, while in LibGDX it's programming from the start to finish. If you'd want to do 3D games in the future go with Unity, otherwise LibGDX.
As for what games, i started with Asteroids, it offers a lot of potential to develop ontop of the original idea. You talked about AI, implement AI for enemies, chasers, scouts, fleeing, patrolling, avoid asteroids, etc
Another game that allows more to be build ontop is Space Invaders, can be built into whatever sidescroller you want basically.